HintNode
is an internal entity and should not be used on its own.
BASE
HintNode
KeyValues
spawnflags <flags>
No description provided.
Possible Flags:
Name | Value | Default |
Allow jump up | 65536 | ❌ |
Hint <choices> = None (0)
No description provided.
Possible Values:
Name | Value |
None | 0 |
World: Door (Not Used) | 1 |
World: Window | 2 |
World: Act Busy Hint | 12 |
World: Visually Interesting | 13 |
World: Visually Interesting (Don't aim at) | 14 |
World: Inhibit Combine Mines within 15 feet | 15 |
World: Visually Interesting (Stealth mode) | 16 |
Tactical: Crouch Cover Medium | 100 |
Tactical: Crouch Cover Low | 101 |
Tactical: Spawn (Not Used) | 102 |
Tactical: Entrance / Exit Pinch | 103 |
Tactical: Guard (Not Used) | 104 |
Tactical: Enemy Disadvantage Point | 105 |
Tactical: Health Kit (Not Used) | 106 |
Tactical: High Ground | 107 |
Antlion: Burrow Point | 400 |
Antlion: Thumper Flee Point | 401 |
Headcrab: Burrow Point | 450 |
Headcrab: Exit Pod Point | 451 |
Roller: Patrol Point | 500 |
Roller: Cleanup Spot | 501 |
Crow: Fly to point | 700 |
Crow: Perch point | 701 |
Follower: Wait point | 900 |
Override jump permission | 901 |
Player squad transition point | 902 |
NPC exit point | 903 |
Strider node | 904 |
Player Ally: Push away destination | 950 |
PLayer Ally: Fear withdrawal destination | 951 |
HL1 World: Machinery | 1000 |
HL1 World: Blinking Light | 1001 |
HL1 World: Human Blood | 1002 |
HL1 World: Alien Blood | 1003 |
Portal 2: Nest | 1200 |
Hint Activity <string>
Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
Node FOV <choices> = 180 Degrees (180)
Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
Possible Values:
Name | Value |
45 Degrees | 45 |
90 Degrees | 90 |
180 Degrees | 180 |
360 Degrees | 360 |
Start Hint Disabled <boolean> = No
No description provided.
Hint Group <string>
If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
Target node <node_dest> = -1
The node ID of an associated target node, if any.
Ignore Facing <choices> = Default (2)
Don't pay attention to the facing of the node. May not apply to a given hint type.
Possible Values:
Name | Value |
No | 0 |
Yes | 1 |
Default | 2 |
Minimum State <choices> = Idle (1)
Require an NPC have a minimum state to use the hint.
Possible Values:
Name | Value |
Idle | 1 |
Alert | 2 |
Combat | 3 |
Maximum State <choices> = Combat (3)
Require an NPC have a maximum state to use the hint.
Possible Values:
Name | Value |
Idle | 1 |
Alert | 2 |
Combat | 3 |
Radius <integer> = 0
How close an NPC must be to consider this hint. 0 means infinite.
Inherited from Node
Node ID <node_id>
No description provided.
Inputs
EnableHint <void>
Enable hint.
DisableHint <void>
Disable hint.